Sebvhe polycounter lvl 4

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Sebvhe
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  • Model looks good, but the FOV is just way too wide, it makes it look all distorted, maybe go with a value between 50-75
  • I have always been disappointed by how snow looks on trees, especially pines. But you sir surely have nailed it. As for the snow patches created by using displacement, I really like the way they look, but they are somehow not realistic. I don't know…
  • Turns out amazing! It's great to see you take all the feedback into account so quickly I'll make sure to check the material out as soon as I get the time, thanks a lot for sharing it!
  • This is a million times better already! Maybe increase that normal map a bit, it still looks somewhat flat at a distance. Can't wait to see the patches of snow breaking the shape!
  • I think SSR may be the reason it doesn't look glossy enough. SSR look quite bad on large flat reflective surfaces (because most of what should be reflected is outside the frame). Try putting Planar reflections instead. That way you'll be able to ref…
  • Calling this ocean scene done. The purpose was to try to build a solid ocean shader inside UE4. I wanted to avoid using math for the displacement, going for Vector Displacement maps instead. This gives me a lot more freedom for the shape of the wave…
  • Agreed with the previous comments, all you need is reflections! Look at you reference picture you can literally see the reflection of the mountains on the ice. Furthermore, if it isn't making your material too complex I would add some large scale cr…
  • You definitely do not need to add any more assets, you nailed the density and placement! But I'm still concerned by the overall colors of the scene. It always seems like it's under a thin veil, of green (yellow in that sunset shot) It could be due …
  • This is much easier to read as a scene than it used to be, amazing job! Maybe making the bark less green will help differentiate it from the leaves. The bark looks very, very green compared to your refs.
  • Maximum-Dev said: Hi man, I'm using one of your Gumroad packs for our WW2 game. The muddy tire tracks are fantastic. I can feel all the hard work. Very helpful thread full of useful tips as well.  Just wanted to pay my respects! Yo…
  • Hi @marwan568 I'd recommend to shoot top down pictures, that's what work best with such surfaces. Make sure each picture overlap with the previous one by at the very least 50%. The tricky part is going to be the tiling. As for the snow/puddles, I …
  • That is a pretty solid scene! I'm impressed with your scan quality especially considering it's with a phone. And that moss is just looking splendid. I'm only a bit concerned with the overall color of the scene. Everything is pretty much in the sam…
  • Looks really solid, and those cliffs are super neat! Maybe you didn't really go into PostProcessing yet, but I feel you could benefit a lot from having a stronger orange/blue contrast between highlight and shadows. Furthermore, Some of the shadowed…
  • @PixelApocalypse : I have never worked with characters scans, they could behave quite differently than say rocks for instance, mostly because of SSS. My process for getting roughness (I don't scan metallic surfaces) is quite simple. I use my de-ligh…
  • I recently updated my UE4 marketplace rocks, so I made a new video trailer for it!
  • @Makkon There is some sweet sculpting going on here! Nice job! I do miss sculpting that kind of things now that I'm mostly doing photogrammetry, you really make me want to go back to it  Speaking of which, it might be relevant to show my latest ph…
  • Thanks a lot guys! So my understanding of VDMs was pretty okay in the end, what confuses me a lot, and is probably the reason of my problems is that if I take only one channel of my map let's say the Red for instance I get this. Unlike normal maps/…
  • There are 99,9999% chances you are not going to make your game, but you should definitely still try, you'll learn so much. Also you actually started something instead of just throwing ideas about the next big hoping for people to praise you like som…
  • Finally got my pack updated on the UE4 Marketplace! Time to show you the new trailer I made for it  If you guys are interested in making seamless rocks on your own, without buying this set, I made my documentation available here : https://drive…
  • Well I'd say it depends on the scope of your project, if you really want to seriously make a living out of it, then yeah, maybe paying for ads can be an option, otherwise I would probably not do it, at least not at first (although I haven't tried). …
  • Couldn't agree more, exposure is key, and it is, for us artists, much harder to build than good content unfortunately! Free stuff usually really helps building an audience from scratch, and do not underestimate donations. For a long long time I hav…
  •  it`s not a place where you put stuff up and wait for people to find you but rather something you promote and build yourself. Totally agree with that, people will not randomly get to your Gumroad profile and buy stuff, it's not like let's say the …
  • Some more photogrammetry rocks! More on my thread
  • Hi guys! Some more rocks incoming! I scanned two new ones last week, I am very happy with the result. I think they would have been a perfect example of why I think Substance wouldn't always work when it comes to tile photogrammetry. I should have r…
  • Yes I think you should keep it simple and stick to your references. I would probably make your pebbles normal much dimmer and add more geometry rock instead, it does look a bit flat at the moment. Also, I think your lighting is a bit too dark, in th…
  • This is absolutely incredible! I'd love to see this integrated in a realtime engine such as UE4 I'm sure you can make it look almost as good
  • Desaturation really helps reduce the lushness of the scene, however, it raises another issue, and this is a good thing. You're scene is too flat in terms of luminance, therefore making it quite hard to read. You should use luminance values to help y…
  • It does really feel like the moon, or at least how I expect it to be. Although, if you think about it, erosion is almost non existent on the moon, right? Therefore all these erosion lines on the craters on the second shot, shouldn't really exist. It…
  • You are definitely getting there I agree with needed grass colour variation. As for the wall you could just add some geo. Or, if you want to use tessellation, why not just using vertex colour to remove any displacement where the seams are? Howeve…
  • Two meshes, two materials, one scene. Almost done with my new material for my UE4 photogrammetry rocks. More on my thread
  • @okornyal : honestly, it took me way more time to describe the process than it takes me to unwrap such a rock. Because you only need to make simple shapes (the texture's displacement doing the rest), seams are just a couple of edge loops, probably a…
  • Looking great! You should definitely break/bend the propellers
  • The foliage shading is top notch! Maybe you could try to make the walls a bit less flat
  • @okornyal : I ended up using a pretty easy technique, I tried projection mapping but it was way too expensive and did not really yield good results. So instead of doing complex shader operations, I just worked on the mesh a little bit. First, try to…
  • Using my shader on more complex shapes Also working on a snow shader, I want something a bit more complex than a simple Y+ shader, this one fakes snow dampening through time to create less fresh snow. Then I could use it to blend other materials…
  • @janoshx : Most of your questions are already answered in my previous tutorial, altough I'm definitely going to add some new techniques. I wouldn't use Maya to bake maps and I wouldn't project on a simple cylinder, this will add to many discrepancie…
  • Working on a seamless rock material to create rocks almost on the fly in UE4 More on my thread
  • Hi again, I have worked on some more textures, my Korean village project is on hold while I wait for my desktop computer to get to my new place So back to the good ol' textures! These two rocks are going to be added to both my Gumroad and Unre…
  • @rexo12 : I have to admit I'm not very familiar with Substance, I know it can be used for photogrammetry, I have seen quite a few articles about it. I'd rather link to these than have to change my whole workflow which already works just in order to …
  • @yabestpal : there are tons of comparisons between Agisoft and RC and others solutions on the web. I personally think that both Agisoft and RC deliver really decent results. However RC seems to be able to handle many more pictures while being much f…
  • Absolutely stunning! At the moment I'd say everything looks a bit too "clean" but I assume that's because most of the fine detail is on your to do list The only thing I find a bit unfitting, although it's more of a personal choice is your tonemap…
  • I just released my first ever pack on the Unreal Marketplace, based on my photogrammetry work of the past year! Check the trailer out https://www.unrealengine.com/marketplace/photogrammetry-rock-textures
  • @chrisradsby : That's really interresting, I never really approached reflective/metallic surfaces. I know they can be scanned using some tricks. Thanks for putting that on my list @yabestpal : Thanks for the good feedback! How would you feel abou…
  • Hey guys! I have been working recently on releasing a texture pack with my photogrammetry rocks for the Unreal Marketplace. It should be available at some point this week. I wanted to share with you a little trailer a made for it I'm working o…
  • I never managed to fully understand rigging to be honest, but I never really had to either. I believe, as mentioned earlier, the most confusing moment in my learning process was switching to PBR, most people got so focused on using "the correct valu…
  • @Telerak Thanks, it means a lot to me Actually most of my photogrammetry work has been self taught, I started about 3-4 years ago, it was pretty hard to find documentation about photogrammetry in realtime applications back then. So I did a lot …
  • Hey guys! I decided to push my photogrammetry a bit further. I was in Korea about a month and a half ago, and took a lot of scans in small traditional villages. The goal was to separate all the facades into modular pieces to give greater re-usabili…
  • @CarlCraft I personally do not think this is off topic, this thread is about creating rocks, but making a boulder is not even half of the work, creating a whole formation/scene is where the hard work needs to be put! However it may be more interes…
  • @CarlCraft I think you first need to narrow your references to one geographical area. Rocks vary a lot from one place to another, due to climate, geology etc... According to your references, I'd probably have a look at either south west coast of P…
  • @CarlCraft It's a pretty tricky question, I do believe making realistic rock formations is one of the hardest thing environment artist can do. Every case is unique. It's impossible give proper advice without good references. These are the key, gat…